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Special Effects vs Visual Effects

What is the difference between Special Effects and VFX, is there a superior choice? 

Welcome back to another blog in our VFX for Dummies series. We’re looking at the wide world of visual effects, demystifying the scene, breaking down the jargon, and making the process that little bit more approachable. In today’s piece, we are looking at the differences between special effects and visual effects. There is often a lot of confusion about these terms so we wanted to take a look at this topic in more detail to help provide a bit more clarity about what both terms mean.

Special Effects and VFX; to the uninitiated, they might appear to be the same thing. After all, visual effects are special and special effects are visual. But despite what people think, the two terms are far from interchangeable. Each speaks to a different aspect of modern-day film and television production.

The difference lies in the part they play during the production process. Special Effects (often abbreviated to SFX) refers to on-set visual effects techniques; you could also call them ‘practical effects’. On-set special effects might include adding various ‘elements’ that the story requires into scenes, such as fire, water and snow. Before the advent of digital technologies, the only way to add ‘elements’ to scenes was by using Special Effects filmed on-set ‘practically’. SFX also includes skills like animatronics. Characters like Yoda from Star Wars are animatronic. SFX also includes prosthetic make-up and the building and filming of ‘miniatures’ Again the earlier Star Wars films used lots of ‘miniature’ models to film spaceships and planets.

VFX is an abbreviation of Video Effects. Video Effects enabled filmmakers to achieve the same effects as on-set SFX during post-production. They could integrate ‘elements’ such as explosions, into their scenes .VFX can digitally re-create anything SFX are able to do on-set. Because VFX is also an abbreviation for Visual Effects – which refers to all forms of digital enhancement of shots – from adding in backgrounds using greenscreens through to integrating GGI models and creatures, there is inevitably some confusion with the terminology !

However for the most industry practitioners, when they are talking about VFX, they are usually referring to the addition of digital ‘elements’ (fire, water etc) into shots – rather than the whole broader term Visual Effects which refers to all forms of digital enhancement of an image. Similarly when people refer to SFX, they usually mean on set ‘practical’ filming of ‘elements’ such as smoke and fire – rather than the broader meaning of the term which includes animatronics, miniatures and prosthetic make-up. This is most likely because CGI has largely taken over from these areas of on-set SFX work in the film and television industries.

You can usually work out which ‘type’ of VFX people are talking about from the context. SFX and VFX are both often used together in a production when discussions arise about when it is better to use one approach over another, or whether to use both approaches to achieve an effect in a shot.

Both SFX and VFX are methods of enabling you to enhance the narrative of your story. Most likely, your production will need one or both of the above solutions. But how do you know which is right for your project?

 

When to use SFX

Special effects hark back to a simpler time in film and TV production. SFX were – and often still are – used to enhance a scene or set piece. An explosion or a fire, a rainy moment in a love story; things that might happen spontaneously in life but require actual planning on set. Common examples of on-set SFX might be snowmaking, rainmaking, or the adding of smoke to create atmosphere. Other parts of the SFX skill set include adding fire – either to dress into sets or to be used as part of a stunt with people

While you can accomplish all of these effects using VFX, it is usually preferable to capture things on camera if you can as the on-set SFX will look more ‘real’. Whether it’s fire, snow, smoke, or rain, if you can create these on set and film them, they are likely to work more effectively and be cheaper to do than creating the digitally as visual effects during post-production.

 

When to use VFX

So if SFX captured on camera are so effective, when do you need to create snow, fire, rain, or other effects digitally as VFX?

One situation might be if you have a bigger canvas to cover and more shots to capture. If you want to create a snowy landscape with wide shots, it will be easier and cheaper to do this using VFX. The same applies to rain.

Then you have to take into account on-set conditions. If you are adding smoke to help enhance a sequence – if it was, for example, a battle sequence in a period drama – the wind may blow away your smoke or it may not ‘behave’ as you wish. This is when you will need VFX smoke. SFX created on-set can’t be ‘directed’ to behave as the director and production team want – whatever fits the story requirements.

That also might link to health and safety considerations. If you are adding fire or explosions that involve using actors or stunt people, it may be possible to create more ‘dangerous’ types of explosion or even set people alight with VFX fire.

Another issue is actors sometimes don’t react well to the smell or texture of on-set smoke and artificial snow. Not to mention the fact snow machines can also be quite noisy, so they aren’t always appropriate for every scene.

 

Will VFX replace SFX in the future?

For shows with bigger budgets VFX ‘elements’ like fire, snow, and smoke, the solution may well come to replace SFX. However, it is more often the case that a series or film will use a combination of on-set SFX enhanced with VFX. So, for example, you might shoot a scene with SFX snow in the foreground where your actors are sitting, with VFX snow added in the background and wider shots. 

Or you might want to have an actor using a flamethrower, so for health and safety reasons you film them with the flamethrower, but no actual flames. You then film the SFX flame elements later, and composite them into the shot. If for any reason the SFX elements aren’t ‘behaving’ as you want them to – you can add some VFX flames to create the effect or impact you want.

VFX ‘elements’ can accomplish much of the same effect as ‘real’ SFX ones without the same health and safety risk. And they can be a cheaper option. VFX ‘elements’ allow you to be more creative in your direction and afford you more flexibility in your production. Much of the work can be done elsewhere by another studio which takes the pressure off of you. Though, as said above, some see VFX as ‘less real’ and prefer the tactile nature of practical effects.

 

Is there a better choice?

It all depends on your situation. Some prefer to stick to the tried-and-true SFX and appreciate its layer of authenticity. And you can see this on the screen in the final product – the stunts look more satisfying and you can feel the heat emanate from an explosion.

But it’s hard to argue against the benefits of using VFX when you need to ‘direct’ the ‘elements’ you are creating SFX ‘elements’ you shoot on set, like fire, can not be ‘directed’ in the same way that VFX fire can be. They can cost your production less and, as developments in CGI technology progress, they look increasingly realistic. These effects were once only accessible by the likes of big Hollywood studios, but now even TV shows have stunning visual effects work. If you can achieve the same effect for less money, is that not the more prudent option?

Depending on your chosen outsourced VFX company, you have immediate access to the skills and expertise of a veteran workforce. You don’t have to rely on your stunt going right in the moment; it can be completed in CGI over time and you can make adjustments to it throughout production. A good VFX company will be collaborative and bring new depth to your ideas.

This isn’t to say you should throw SFX to the side of the road. SFX and VFX can still coexist. A good production will rely on both methods to produce the best final product.

At REALTIME, we can be your visual effects studio of choice. With an impressive portfolio of high-profile work, we know how to work collaboratively with our clients and enhance the production. If you would like to talk about your next project, feel free to get in touch with me at [email protected].

The games industry in lockdown

For the vast majority of the modern world’s population, you’d be hard pressed to think of a singular event that has had such a dramatic impact on the way we live our lives as much as COVID-19. Everything that we hold dear – our freedom, family, friendships, working lives, and even our actual lives – have been placed under threat by a pandemic that has become the most pressing and biggest challenge of our time. 

Everyone will have their own stories as to the toll it has taken on them and there is no shortage of rolling news coverage that continues to add to the anxiety. Like most industries, COVID-19 has cast an incredibly long shadow over 2020. It’s important that the games industry remains positive in its outlook. For some segments of the industry it’s business as usual, with many well funded developers, publishers, and suppliers able to work remotely from home. But it’s also caused huge upset for many, with marketing roadmaps thrown into disarray and pretty much all of the conferences cancelled. GDC’s cancellation was a particularly hard blow which has seen many companies unable to pitch their wares and secure much needed funding.

 

The state of play

Since its inception, the games industry has grown from a humble cottage industry to one that is estimated as being worth $160bn. It has grown up in an era of unprecedented globalisation and technological advances delivering increasingly complex games and experiences. To fuel its growth and ensure its success during this time, it has needed to become reliant on specialist partners, many of whom are often dotted around the world, far away from the main developer’s studio. Localisation, asset creation, programming, audio, motion-capture, and animation are just some of the individual production elements that can be worked on from the other side of the planet. 

Had the pandemic happened thirty-odd years ago when the industry was in its infancy, it could arguably have done a lot more damage. Although games then were far more simplistic, often created in more self-contained environments, they were still reliant on more ‘traditional’ infrastructure to get them into the hands of the players. Duplication factories, printers, packaging, and all before you figure out their physical distribution to shops – traditional infrastructure that has been poleaxed in the wake of the current outbreak. 

 

Where are we now?

Thankfully, the modern games industry has moved on. Compared to many other entertainment industries such as sport, theatre, or music, the games industry finds itself in a relatively comfortable position. This is thanks, in part, to the digital distribution networks that now exist, at a point when games are enjoying a level of mainstream success far beyond what the industry of thirty years ago could even dream of. 

Games now vie with films, TV, and books as the main sources of entertainment in a world of lockdown and isolation. With the right hardware, the latest blockbuster game is just a few clicks away and can offer as great an opportunity to explore seemingly unlimited worlds and stories. This can only be a positive for the industry – especially for the developers and publishers who have a hit game on their hands at a time when players have more time than usual. But that doesn’t mean there haven’t been roadblocks for the industry.

 

A mountain to climb

Some developers are well-equipped to thrive, but the vast majority of developers needed to act fast in order to prevent COVID-19 from impacting on their own productions. The fact that the games industry is so well connected and reliant on a global supply chain has proven to have both benefits and drawbacks. 

With many suppliers based in China, some of the bigger western developers in mid-production were rightly concerned about the potential implications. However, they were also arguably made aware of the potential problems that might lie ahead sooner. Until a few short months ago, words like ‘pandemics’ and ‘lockdowns’ seemed to be the preserve of dystopian sci-fi movies; certainly not something that could ACTUALLY happen in the 21st century. 

But with partners and clients not returning to their studios following the traditional two-week Chinese New Year break, it became apparent quite quickly that we were entering a new reality. Receiving such information and hearing of experiences first-hand enabled the industry to take early measures in mitigating any risks. Many of the tools often taken for granted became a real life-line. 

Video conferencing and remote working software allow them to continue with their creative endeavours. According to an XDS report, 94% of suppliers to the games industry have made allowances for their teams to work from home (XDS Special Report). Indeed, REALTIME has also successfully transitioned to this way of working and is thriving in the face of adversity.

 

Standing strong

It remains to be seen what lies ahead. But it shouldn’t come as a huge surprise that social distancing has led to an increase in the demand for video games, with leading online platforms and games enjoying a huge surge in popularity. While, obviously, no one in the industry wants to profit from the situation, it’s one that should help serve the future growth prospects of the industry well. Far from being tabloid fodder for corrupting a generation, this is an opportunity for games to be seen quite rightly as a positive force for good; an entertainment form that allows people to stay connected while practising social distancing.

These are very much uncharted times and it’s important that the games industry remains positive, despite the gravity of the situation for those who are really struggling right now… There will still be many challenges ahead, but perhaps now is a time to reflect on how far the games industry has come. And maybe, just maybe, the industry will be recognised for playing some small part in keeping people connected at a time when they REALLY need to be apart. 

This unprecedented situation has affected us all in some way or another, REALTIME included. But together we can come out of this stronger than before. If you need a reliable, adaptable partner to work with on your next project, get in touch with me at [email protected].

 

The age of the car ‘startup’ – the exciting road ahead

We recently talked about new, up-and-coming car manufacturers like Rivian, NIO, and Rimac. It’s such a huge topic that I wanted to talk about it again. It’s an exciting time for the automotive industry and these new names are set to shake up the market.

It’s easy to be sceptical – after all, how can they take on the goliaths? We’re at a turning point and I believe the strong competition from the startups can turn the tide.

 

Let’s define “startup”

“Startup” is a bit of a dirty word in this context. It conjures an image of a handful of people working in a garage. Most of the newcomers are well beyond that point in their journey. Rivian has over 750 employees. NIO has already seen strong sales. Everyone has been recruiting industry veterans.

Startup is meant in the literal sense – that they are just getting started. Most of them only have one model in the market if that – plenty aren’t launching for another couple of years. That’s what makes the whole scenario so exciting. These are fresh ideas coming from people who know and love cars. They aren’t beholden to corporate oversight or a money-hungry board of investors. The passion runs through the entire team, not just a select few.

They could define the future of the industry, joining in on the success of Tesla. And, in some ways, I think what they deliver could be even better.

 

A bit of competition

Competition is always good for the consumer. Companies challenge each other to be better. Would we be seeing this mass adoption of electric vehicles by manufacturers if it weren’t for the ones who dipped their toes in first?

These startups are bringing a new dimension to the competition. People aren’t as brand loyal these days. There’s more of a focus on the new “it” car if anything. These new cars are appealing to the mid-range market in a number of ways; they’re better for the environment while also being a fashion statement.

Look at the fervour over Tesla. This puts pressure on the big-name manufacturers to try to appeal to that same market. Whether they do this in their environmental-friendliness, looks, or technology – probably a mix of all three.

 

The drive toward EVs

These cars are also pushing us further down the path of electric vehicles. I’ve talked before about where I think the market will go, and I see a greater push towards EVs while combustion engines take a back seat. It won’t happen tomorrow, but it’s coming, and the startups are leading the charge.

We can already see the effect; every manufacturer has laid out its EV strategy. Plenty have released a car already. It’s a necessary change as we see the public look favourably on the tech. For younger generations, EVs will be the norm. And if they keep it up, the startups will be too.

 

New (and old) blood

Another great thing about the startups is the voice it gives to a new generation of designers. They don’t necessarily have to be young; they could be industry veterans who finally have the means to make themselves heard. Rivian’s intro video to who they are sums it up – they’re making cars that they would want to see.

Peter Rawlinson, CEO and CTO at Lucid, is an industry veteran who has already done his part for the car startup. He was the chief engineer of the Tesla Model S and has now set out on a new venture with the luxurious looking Lucid Air.

It’s an environment that promotes new ideas and that can never be a bad thing. It can only lead to greater innovation in this industry. That’s what makes it such an exciting one – it is ever-evolving. I personally cannot wait to see where these companies go. When they have more financial backing and have their first project out of the way, where will they go? That question is what puts me on the edge of my seat. And I can’t wait to see what happens.

Paul’s passion for all things cars isn’t unique at REALTIME. Our automotive team loves cars – see for yourself. If you have a project then we want to hear about it. Get in touch at [email protected].

BAFTA Game Awards 2020

The big winners of the night

Everything is up in the air at the moment, it’s fair to say. That might be a slight understatement. Despite the cancellation or postponement of every event for at least the next few months (including E3 – as we know it, at least), the 2020 BAFTA Games Awards still went ahead.

Long-time host and fan of video games Dara O’Briain took to the metaphorical stage again, though this time it was at his actual house. The show was pre-recorded and nominees were required to submit an acceptance speech ahead of time – whether they were winners or not.

It’s great to see the BAFTA Games Awards go ahead as they serve as a much-needed distraction in these times. What makes them so important to the industry is their focus on the artistry of games. They are (mostly) voted on by their peers and that categories acknowledge the best of what this unique creative output has to offer, eschewing typical categories you might see, such as “best shooter” or “best RPG”. Let’s take a look at some of the notable winners this year.

 

Games, geese, and ghosts

One of the more higher-budget winners of the night was Luigi’s Mansion 3, which won the award for animation. It’s no surprise when you look at the detail in Luigi’s poor, terrified face. It was also one of many awards lost by Remedy Entertainment’s Control which, despite being nominated for 11 awards, only managed to come away with one for performer in a supporting role – thanks to Martti Suosalo’s efforts as Ahti the Janitor.

Untitled Goose Game – which already might have been the internet’s favourite game – won for best family game. It might not have won the best game of the year (though it was nominated) but it’s great to see such a unique game do so well. When a game has a button dedicated to honking at people, it better get some sort of award.

Closer to home, mystery-sci-fi-thriller-puzzler Observation won best British game, a recognition of what the UK has to offer the gaming community. And Apex Legends won best multiplayer, highlighting it as a worthy competitor in the battle royale scene. But throughout the night, it felt like the race for best game came down to two worthy titans…

 

The best of the best

Both Disco Elysium and Outer Wilds had a fantastic night, each winning three awards. It’s refreshing to see so much attention put onto smaller games such as these, especially Disco Elysium, which won developer ZA/UM best debut game. It also took home the prize for best narrative, not surprising for a game that’s so dialogue heavy and whose RPG mechanics come through in conversations rather than battles.

Outer Wilds, meanwhile, won for best game design and best original property. What’s particularly funny is both games went head to head for most of the night; they competed with each other five times throughout the night. But only one could be the best. And the award ultimately went to Outer Wilds. It’s a well-deserved win for such a unique game.

In Outer Wilds, you play an astronaut looking for the answers of the universe. Mainly, why is the sun going supernova in 22 minutes and killing us all? You play through this 22-minute loop multiple times, trying to explore the solar system and solve the mystery. If you’ve not played it yet, definitely give it a go.

 

The best of the rest

In total, 18 awards were handed out on the night – congratulations to all the winners, who we’ll list in full below. Thanks has to be given to BAFTA for giving us this distraction right now; if you want to watch the ceremony for yourself, the link is right here.

Animation: Luigi’s Mansion 3

Artistic achievement: Sayonara Wild Hearts

Audio achievement: Ape Out

British game: Observation

Debut game: Disco Elysium

Evolving game: Path of Exile

Family: Untitled Goose Game

Games beyond entertainment: Kind Words (lo fi chill beats to write to)

Game design: Outer Wilds

Multiplayer: Apex Legends

Music: Disco Elysium

Narrative: Disco Elysium

Original property: Outer Wilds

Performer in a leading role: Gonzalo Martin (Sean Diaz in Life is Strange 2)

Performer in a supporting role: Martti Suosalo (Ahti the Janitor in Control)

Technical achievement: Death Stranding

EE mobile game of the year (voted for by the public): Call of Duty: Mobile

Best game: Outer Wilds

 

2019 was a great year for games and 2020 was off to a good start, though given certain recent announcements, we’re not yet sure how the rest of the year will shake out. No doubt various smaller developers will give us plenty to love and next year’s ceremony should hopefully be just as tough a competition!

Congratulations to all of the winners from us here at REALTIME. We love to see creativity thrive in this industry and are always open to working on any upcoming project. If you have something you would like to discuss, feel free to get in touch at [email protected].

From concept to comp: a guide through the VFX process

If you happened to catch the BBC’s recent adaptation of War of the Worlds towards the end of 2019, you would have seen some of our team’s amazing VFX work. The three-part series was an adaptation of HG Wells’ classic, the first to be set when it was written in the Edwardian era.

The process of creating VFX for a TV series – which meets or even exceeds the clients brief and also has the power to impress audiences alike – is a lengthy one and is not without its challenges and issues. That doesn’t mean it can’t be an enjoyable process. Using War of the Worlds as a frame of reference, let’s journey through the VFX process, from concept to final comp.

 

The brief

If the first part of the process is the pitch, then step zero is addressing the brief. Clients lay out their expectations and a rough idea of what they are looking for and ask for you to contribute your ideas. It’s a level playing field, with everyone receiving the same brief. Most often you will receive a script or if the work contains creatures or assets that need to be built in 3D, you may receive some mood boards or concept sketches. If you are building a world for the story there may already be some concept work or reference imagery. What matters at this point is how you interpret it.

You need to dive into the headspace of the client and discern what they want. But at the same time, it’s an opportunity to have some creative input and give it your unique spin. It’s the perfect time to astound the client and give it 110%.

For the War of the Worlds, our pitch had the usual you might expect: the 2D artwork, concept designs for the aliens, tripods, and environments – the red weed from the story. But then we also created an actual shot.

We used some high-quality 4K footage and comped in some CG elements, like a tripod. Then we had a contemporary audio track over the top of it. The contrast of the Edwardian imagery with this more modern music really chimed with the director. That’s how he was feeling at the time and how he was going to approach the project. That’s key to any pitch – understanding what’s in the client’s head and showing we’re here to support the narrative they’re trying to convey.

 

Developing the tripods

In the pitch, you get a sense of how well the two parties will work together. The vibe between you will make the entire process that much more exciting and fruitful. Now, communication is key as you bounce ideas back and forth, and as concept art begins to take shape and the artistic direction takes form.

It’s at this point you start to figure out the finer details of the VFX; the texture, the ‘feel’, the way a creature you are designing moves and emotes. The more detail the better – some of it won’t make it to the final production but that doesn’t mean you should ignore it. That richness in the design will only improve it, even if it is only on a subliminal level.

With War of the Worlds, we paid particular attention to the movement of the tripods. Not just how they walked, but the impact of their legs as they crunched into the ground. Our team envisioned a more earthy, mineralistic design, as if the machines were built from the resources in the ground on Mars. The legs had tectonic plates that shifted and scraped, sinking into the floor as they moved menacingly along. This idea was never properly seen on screen, but it helped characterise them as bulky, weighty, and deadly, aspects that definitely did come across in the end.

The same could be said for the martians themselves which we paid an equal amount of attention to. We explored the personality of these aliens, creating multiple character studies to realise their movement, how their muscles worked, how their skin looked, and how their face and proboscis probed. Detailed animation tests allowed us to see them in different modes – hunting, attacking, pouncing, and even mourning.

 

Collaborating with the creative team

What matters most throughout the entire process is working collaboratively with the Producer, Director,Writer and other Heads of Department (Production Design, Directors Of Photography etc). You can’t have a successful production without this collaboration as everyone’s voices and opinions matter.

You shouldn’t let your ideas run away with you and ignore the creative team on the client side, and they shouldn’t force you into working in a specific way. It’s about providing creative solutions, something we love to do – we aren’t just a work-for-hire outfit. Some of the best ideas throughout this project came from the freedom to let our team explore options and take them to the director and other key creatives on the series with an open mind to this creativity.

Every new client and project is a chance to better yourself. But our approach is always the same – make everything the best it can be and inspire belief. That’s what we always strive to do and something we’re proud to have accomplished with War of the Worlds.

If you want to see more of our work, have a look at our showreel. At REALTIME, we’re always looking for that next challenge, so if you think you have a project for us we’d love to hear it. Feel free to get in touch with me at [email protected].